04b738755fdf90f247b9352ff83db5d65016f192
4773 Commits
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04b738755f |
修复 AGC 最近项目「检查失败」被钉死:失败退避重试 + 按轮重查
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Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 7m28s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 8m11s
- useRecentProjects:单次目录检查失败先就地重试一次(300ms),不再立刻落成失败状态 - useRecentProjects:增量投影只保留成功结果,上一轮的失败项回到「检查中」并重新检查 - useRecentProjects:一轮结束仍有失败行时按 15s/45s/120s 退避重跑整张列表,连续无失败即清零 - app/tauri:导出命名类型 TauriInvoke,替换 3 处 ReturnType<typeof resolveTauriInvoke> 写法 - tests/recentProjectsHook:新增「单次失败会重试」「刷新时重查失败项」两个用例 - tests/appSurface/home.suite:失败状态改为异步等待(重试后才会落成) |
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b62afb43b6 |
Merge pull request '修复 AGC dev 无限重建:Codex 组件权限仅在真正不一致时写入' (#487) from fix/agc-dev-codex-rebuild-loop into master
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Reviewed-on: #487 |
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710d6dddf2 |
修复 AGC dev 无限重建:Codex 组件权限仅在真正不一致时写入
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- build.rs 的 Codex staging 不再无条件调用 fs::set_permissions,改为仅在目标文件权限与源文件不一致时写入 - 内容相同且权限一致时跳过写入,避免 Windows 上更新 change time 被 tauri dev 文件监听误判为 staging 变更,形成“构建 -> 监听 -> 再构建”的自触发循环 - 复制分支仍保留写权限;权限不一致时仍会恢复,staging 组件执行权限语义不变 |
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20b594d4f2 |
清理后端未使用代码及废弃测试
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删除编辑器旧分段持久化、生成任务收尾和音频发布链路 删除未使用辅助函数及其专属测试,修正受影响的现有测试边界 保留现役实现,将纯退款测试辅助函数移入测试模块 同步原子提交、角色生成文档和计费验证说明 验证:API 全目标编译零警告,格式、编码和 diff 检查通过 定向测试:391 项通过,11 项退款 outbox 测试失败,含 Windows 权限错误 |
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85f2831f16 |
补齐客户端埋点环境变量示例
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补充本地、生产及容器的埋点 origin 配置示例和 dev/release 说明。 同步技术方案中的运行时配置入口与地址匹配要求。 |
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1e186369c9 |
客户端埋点设置 (#446)
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Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/446 Co-authored-by: Linghong <ink29535@proton.me> Co-committed-by: Linghong <ink29535@proton.me> |
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5c2f85c089 |
修复 CI 缓存镜像组装的基础镜像引用
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使用临时本地标签和宿主默认 builder 组装缓存镜像 组装成功或失败后清理临时标签,保持基础镜像清理归属 补充基础镜像复用、重建及失败清理测试 同步部署文档和项目共享记忆 |
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4380d453d7 |
修复 CI 缓存对象误判与产物下载完整性检查
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按 ZIP 成员内容和元数据识别等价缓存对象,保留真实冲突拒绝规则。 核对产物大小与 ZIP 完整性,为截断和临时传输失败增加有界重试。 补充回归测试并同步部署文档与共享记忆。 通过 80 项缓存测试、17 项工作流测试及真实产物和 HTTP 截断验证。 |
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f502829fde |
发布灰度默认关闭:修掉客户端“看得到点不动”与后台看不到 key (#482)
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## 解决什么 你反馈的两个现象都是真问题,这个 PR 一次修掉: 1. **没开灰度也能看到发布按钮**:发布开关此前是「无 gate 行 = 默认开放」,所以没配灰度时后端把 `gameDistributionPublishEnabled` 判成 true,客户端就渲染了发布入口。 2. **按钮点了没反应**:发布动作的提示原先只写 `workspaceStatus`,而普通项目走 `DirectProjectChatView` 时并不渲染工作台状态行,于是「先打开一个项目再发布」「构建失败…」这类信息全都看不见。 3. **后台看不到 key**:预设项此前在未合并的另一个 PR 里,而且后台只列「已创建」的 gate 行。 ## 改成什么 - `is_game_distribution_publish_enabled_for_user` 要求 gate 行存在且 `enabled=true`:**灰度默认关闭**,未登录/无行/`enabled=false` 一律不开放;只有白名单 / 灰度比例 / 用户标签命中才开放。作者写入与新版本激活都按这条判据。 - 新增与作者无关的总开关 `is_game_distribution_publish_open`:管理员审核激活新版本只看「灰度是否开启」,不会因为审核员不在作者白名单里而被挡住(这是合入后立刻发现的回归,已修 + 有用例)。 - AGC 新增 `announcePublishMessage`:发布相关提示同时写工作台状态与 DirectProject 对话,点「发布到游戏广场」不会再像没反应。 - 后台「灰度发布配置」新增「可配置开关」列表:`game-distribution:publish` 等预设即使还没创建行也会显示,点「配置」按默认关闭填表,运营开启后填白名单/比例即可放量。 ## 验证 - `npm run check:game-distribution-media-e2e`(真实 Phaser 构建产物)现在覆盖:灰度关闭 → 作者拿不到入口 + 写入口 503 → 开启灰度 → 真实封面/截图直传 → 创建游戏/版本/上传/送审 → 管理员审核通过 → 网关 index.html 与 bundle 200 → nosniff;全流程通过。 - 后端:`cargo test -p api-server game_distribution` 19 passed(含新增 `game_distribution_publish_open_ignores_author_allowlist_for_activation`)、`frontend_runtime_config` 6 passed。 - 前端:admin 灰度页 10 用例(含「未创建的预设开关可见并可一键配置」)、AGC 聊天头 3 用例、网页发布页 15 用例;三端 typecheck、`check:encoding`、`check:doc-index`、`check:rustfmt`、全量 `npm test`(400 文件 / 4441 用例)与 `check:repository-ci -- origin/master HEAD` 全绿。 ## 上线注意 灰度默认关闭是**刻意**的:合入后到运营在后台把 `game-distribution:publish` 配置并开启之前,作者看不到发布入口、写入口 503;已公开游戏、目录、详情、发行网关、安全下架不受影响。 Reviewed-on: http://192.168.35.82/git/GenarrativeAI/Genarrative/pulls/482 Co-authored-by: kdletters <kdletters@qq.com> Co-committed-by: kdletters <kdletters@qq.com> |
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a56790eaa6 |
合并 Phaser 一键发布自动构建与打包
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6e1fbac5d2 |
合并旧创作模板历史表删除
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b93d15e46e |
合并 master:DirectProject 旧消息重解析优化
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- 合并 origin/master(a46302846:优化 DirectProject 旧消息重解析导致的会话区卡顿)。 - 自动合并无冲突;Phaser 发布前构建与发行网关根路径改动保持接线。 - 同步目的:满足仓库「PR head 必须包含最新 base」的门禁,随后由 Project CI 复验。 |
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57a72f652c |
Phaser 项目一键发布:发布前自动构建与打包
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- AGC:export_local_project_package 改为发布前构建——已有可玩入口直接打包;否则解析 game/(Phaser 4 + Vite 脚手架)或项目根的 npm build 脚本,缺 game/node_modules 时先跑 project.bootstrap(npm install),再走 project.verify 的受控 npm 运行器执行 npm run build,最后校验入口并打包;安装/构建失败返回带日志尾部的可操作错误。 - 新增 resolve_publish_build_plan 纯函数与用例:game 子工程优先并要求先装依赖、根 npm 工程回退、没有可构建工程时失败关闭。 - 后端:发行网关根路径(含尾斜杠)等价于 index.html,路由级用例覆盖 Cookie 拒绝门与根路径;生产仍由每游戏 origin 把根路径映射到该游戏入口。 - 脚本:check:game-distribution-media-e2e 支持 E2E_PACKAGE_ZIP 直接发布真实构建产物,断言从包内派生入口/资源,本地审核入口改为发行网关路径。 - 文档:玩法链路与实施计划记录「作者不构建、不打 ZIP」的 Phaser 发布口径与验证证据。 - 验证:真实 Phaser 4.2.1 + Vite 7 构建产物(相对引用)经发布链路后网关 index.html 200 / assets 1,388,719 B 200,播放页在 allow-scripts 沙箱 iframe 内渲染 PHASER-PUBLISH-OK 且点击交互生效。 |
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55801deb38 |
Merge remote-tracking branch 'origin/master' into codex/clear-retired-tables-phase2
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a46302846a |
Merge pull request '优化 DirectProject 旧消息重解析导致的会话区卡顿' (#479) from fix/typing-stuck into master
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Reviewed-on: #479 |
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1eaa51b72b |
记录阶段二生产发布结果
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记录 release 直接切换 2.8.3 锁定二进制 记录阶段二 wasm 发布后的 84 张现役表与旧 schema 清零 记录运行时服务恢复和公网 200 |
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185649323e |
优化 DirectProject 旧消息重解析导致的会话区卡顿
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为 ChatMarkdownMessage 加 memo,旧消息文本不变时不再重新解析 Markdown 与语法高亮 流式期间跳过语法高亮,定稿后再补,避免每个 chunk 重跑一遍 highlight.js 为 AgentReasoning 加 memo,内容未变的思考块整块跳过重渲染 把 AgentReasoning 折叠态预览的 Markdown AST 解析收进 useMemo |
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05a5ea4d85 |
补充历史表清空与备份现场证据
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记录 release 阶段一 apply、全零复核和观察窗口结果 记录 files-minimal 备份与 restore dry-run 验证 记录大库非 minimal files 备份的 catalog 序列化边界 |
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944ae9a6eb |
Merge pull request '调试支持:开发模式下增加 Codex CLI 执行器锚定逻辑,确保裸命令名按 PATH 解析为绝对路径' (#475) from fix/linux-dev into master
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Reviewed-on: #475 |
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7bc411119c |
修复 CI 镜像脚本的 Buildx 驱动检查兼容性
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读取 buildx inspect 的 Driver 字段,移除不受支持的 --format 参数。 收紧 Docker 测试替身参数检查,并覆盖错误驱动拒绝行为。 更新部署文档与共享记忆,记录真实 Buildx 兼容性验证要求。 |
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3103a6e632 |
Merge remote-tracking branch 'origin/master' into codex/clear-retired-tables-phase2
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b417144baf | Merge remote-tracking branch 'origin/master' into codex/clear-retired-tables-phase2 | ||
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fd0c1007ad |
清除旧创作模板历史表定义与绑定
删除 63 张旧玩法表的 module 定义与 legacy schema 移除清空 procedure、迁移白名单和旧行兼容逻辑 重新生成 spacetime-client bindings 新增一次性 schema guard 删除白名单与回归测试 清理后台表名映射、旧回填工具和权威文档 |
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079466b29b |
合并最新 master 到 CI 下载缓存优化分支
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合入 origin/master 的浏览器进程清理与引用输入框重构。 保留 CI 下载缓存、最小构建上下文和维护日志优化。 通过 17 项工作流测试、2 项 npm 缓存导出测试及编码检查。 |
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1e6b0e5684 |
优化 Gitea CI 镜像下载缓存与维护日志
使用专用 BuildKit builder 持久复用 Cargo 与 npm 下载缓存,并支持从可信镜像导入 按当前依赖物化镜像下载快照,配置独立缓存回收策略 补齐 AGC vendor 本地依赖清单并缩小构建上下文 增加缓存维护阶段、耗时和失败日志路径 补充下载缓存与构建上下文测试,同步部署说明和共享记忆 |
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a0d72bbef2 |
调试支持:开发模式下增加 Codex CLI 执行器锚定逻辑,确保裸命令名按 PATH 解析为绝对路径
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da0df57ebc |
Merge pull request '重构/抽取带引用功能的输入框' (#464) from refactor/extract-dep-from-ref-inputer into master
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Reviewed-on: #464 |
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e8db0d1c87 |
Codex/agc browser orphan cleanup (#461)
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Reviewed-on: #461 |
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9ae9ed362a |
Merge remote-tracking branch 'refs/remotes/origin/master' into refactor/extract-dep-from-ref-inputer
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# Conflicts: # docs/project-memory/shared-memory/decision-log.md |
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060a850f74 |
修复 AGC 更新摘要泄漏提交说明
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自动摘要改为读取提交消息首行,仅展示标题并忽略后续说明 更新摘要不再附带短 SHA 补充多行提交消息与摘要格式回归测试 同步客户端更新检查与开发运维文档 |
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b1be6947b0 |
契约检查补齐现有 OSS 上传白名单,保留精确校验。
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修正过期注释并更新排障记录。 Native shell 契约检查、5 条素材上传测试、编码及格式检查全部通过。 |
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b7ca94334f |
修正 CI 缓存部署的网络地址与验收流程
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区分任务容器、Runner 网关和宿主源码拉取地址 记录内层 Docker 独立地址池与遗留网络定向清理方式 补充真实任务网络中的源码拉取和 API 连通性验收 同步团队开发流程中的部署约定 |
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54a5401cce |
将正式 Full Build 纳入 release 每日调度
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按服务端与客户端 scope 分别触发 release Full Build 和 AGC 双平台 等待并汇总三类下游结果,按成功 lane 推进 revision 同步 release 参数、生产门禁与运维文档 |
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4d45afbd6e |
修复 release 渠道 macOS 测试的默认环境隔离
隔离默认渠道测试中的 AGC_UPDATE_CHANNEL 环境变量 补充 Jenkins 渠道参数进入 Node 测试进程的排障记录 |
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1ecb92c53d |
Merge branch 'master' into refactor/extract-dep-from-ref-inputer
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4990dae829 |
Merge pull request '运行页入口收口:过程提示退出对话区,顶栏统一承载运行入口' (#457) from feat/agc-run-preview-tip into master
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Reviewed-on: #457 |
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c42e087a30 |
Merge remote-tracking branch 'origin/master' into refactor/extract-dep-from-ref-inputer
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# Conflicts: # docs/project-memory/shared-memory/decision-log.md |
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9b0fcd48d2 |
Merge branch 'master' into feat/agc-run-preview-tip
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56fd5a98f7 |
修复 release 客户端下载清单的编码空格校验
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放行客户端下载清单 URL 中百分号编码的空格 补充 release 安装包文件名回归测试 更新客户端下载规范与排障文档 |
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c2d756a772 |
Merge branch 'master' into feat/agc-run-preview-tip
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67e95eee4e |
Merge pull request '游戏分发与在线游玩:封面/截图冻结、网页可见可玩与 AGC 发布接入' (#466) from codex/game-distribution into master
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Reviewed-on: http://192.168.35.82/git/GenarrativeAI/Genarrative/pulls/466 |
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c0c5255b31 |
Merge branch 'master' into codex/game-distribution
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d5fb34209a |
重构:候选懒加载改为菜单回调,match 收成纯函数
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- ReferenceProvider 新增可选 onMenuQueryChange(query):输入区在 useEffect 里回调(菜单关闭时收到 null),作为懒加载的唯一入口 - ProviderMentionMenu 不再让 provider 在渲染期产生副作用:match 只负责过滤已就绪的数据,契约里写明它必须是纯函数 - useSkillReferenceProvider 把目录读取从 match 搬进 onMenuQueryChange,第一次敲出 $ 才读;失败仍放开重试(下一次菜单查询变化时重试)并保留 console.warn - referenceSourceProviders 用例改为经菜单回调驱动,并显式断言 match 不触发任何 Tauri invoke、菜单关闭(null)也不触发 - 同步 ADR、决策记录与功能说明里 provider 契约的那段描述 |
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ff7c5f3589 |
补齐 CI 缓存维护器请求与任务契约校验
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要求 API 请求显式指定 HTTP 方法并更新全部调用点 增加 workflow 全部任务名称与缓存导出映射的契约测试 从 Rust 任务映射推导集合和数量,消除重复硬编码 同步开发流程中的维护约定 |
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705bb1e6b3 |
CI缓存自动维护与清理 (#462)
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Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/462 |
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e5460280ce |
发布入口接入灰度开关
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- 后端:GET /api/runtime/frontend-config 新增 gameDistributionPublishEnabled,复用 `game-distribution:publish` 判据(未配置或 enabled=false 时对已登录作者默认开放,显式收紧后只放行白名单/灰度命中用户,匿名恒为 false),前端入口与写入口共用同一事实源。 - 后端用例:新增 frontend_runtime_config_game_distribution_publish_is_scoped_to_authenticated_gate,覆盖默认开放、enabled=true 无白名单、白名单命中、deny 名单、enabled=false 回退与 rolloutPercent=100。 - 网页:平台壳按灰度隐藏「发布游戏 / 发布新版本」入口;/games/publish 直接访问时渲染「发布功能正在灰度中」并提供重新检查;读取失败按放行处理,由后端写入口把关并返回可读文案。 - AGC:新增 readGamePublishAvailability(同一运行时配置字段),只有命中才把发布回调交给 DirectProject 聊天头;字段缺失或读取失败按不开放处理。 - 文档:玩法链路、后端数据契约与实施计划记录灰度口径、入口行为与验证命令。 |
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aa973ea34d |
同类问题:另外两个宿主的引用 provider 也按内容签名记忆
- PlanningChatView 的 chatProjectAssets 由工作台壳每次渲染重新 .filter() 派生、DirectProjectComposer 的 assets 由 manifest 订阅每次渲染重新派生,两处的 [assets] 依赖同样从不命中缓存 - 两处改用 assetsSignature(...) 做依赖,provider 身份不再随宿主渲染抖动(流式回复时每帧都换),输入区不再每帧重注册 Lexical 更新监听 |
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f7250f5dd1 |
合并 master(bba4f0eb2):DirectProject 聊天三态与快照文档并入运行页入口收口
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- 只冲突两份共享记忆的尾部追加(pitfalls / decision-log):保留双方新增条目,直接合并非取舍 - App.tsx / styles.css 自动合并通过;本分支的运行页入口收口与 onRunNotice 通道未受影响 |
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fbfc7e5e62 |
修复:候选菜单的 key 改用引用身份,同名素材不再撞 key
- 导出 resourceReferences 的 chatReferenceKey(只认稳定身份、不含显示名的身份键),并加注释说明它为什么不能省 - ReferenceMentionOption 由 super(chatReferenceMentionToken(...)) 改为 super(chatReferenceKey(...)):characters/hero.png 与 enemies/hero.png 都展开成 @hero,拿显示 token 当 key 会让 React 撞 key、复用错 DOM,键盘高亮与选中落到另一条候选上 - referenceSourceProviders 用例补一批同名素材:断言两条候选的显示 token 相同、身份键不同 |
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3fdde6f51d |
修复:并发导入附件时仍然守住 8 个上限
- useDirectProjectChatController 增加 attachmentsPendingCountRef:已放行但还没落成正文芯片的条数先在预算里占住名额,放行的部分在 finally 还回去 - 原来的预算只减草稿里已有的附件芯片数,两次并发导入会各自按同一份快照放行,最终插进正文的芯片可以超过 MAX_CHAT_COMPOSER_ATTACHMENTS(回归自「待发附件列表」被删掉的那次重构) - 新增 tests/chatComposerAttachmentCap.test.tsx:两次并发各带 5 个文件,断言放行 5 + 3,并补 jsdom 缺失的 Blob.arrayBuffer |